Character Classes
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Character classes are a way to define the training, skills, and abilities of a character. Characters begin play at first level in their chosen class and this selection is permanent for the life of the character. While it is certainly possible for a fighter to learn magic, or a magician to train in sword play, neither will excel as much as the other simply due to the years of training that they each had in their chosen profession before starting their adventuring careers.
Each class has several features that make it unique from the other classes.
- Each class gains one or more class abilities. Class abilities cannot be learned by any other class.
- Each class has four skills that characters start with five ranks in.
- Each class has a selection of starting skill proficiencies. Starting proficiencies are a mix of weapon training, armor training and skill training.
- Each class has an "F" attribute - such as Ferocity, Focus, Form, among others, which will start at 1 and increase for each additional five ranks in a specific skill. This should be recorded at the top right of the character sheet.
Druid
Druids are protectors of nature devoted to either deities of natural elements or powerful earth spirits, both which imbue the druid with special abilities. Druidic religions promote connection, balance, and reverence for the natural world. Druids are friends with birds and beasts and consider trees to be sacred. They live in harmony with the environment and are known for creating natural remedies and medicines. Powerful druids are gifted with the ability to change their own form into natural creatures. Druids can be found anywhere in nature, and they usually belong to a druidic order where they received their secret training. Druidic orders can have various goals, but their primary goal is to protect nature from exploitation or destruction. Druids frequently live alone in the area that they guard, but orders have regular meetings and holidays when they gather to celebrate or have council. Some druids stray farther afield, choosing to act as wandering protectors instead of staying in a specific location.
Class Details
Ability Score Requirements: Charisma 12+ and Wisdom 12+.
Class Skills and proficiencies: Handle Animal +5 (whispering), Knowledge Nature +5 (animals-land, birds & fliers, plants & trees, the land), Spellcraft +5 (natural spell), Survival +5 (foraging).
Class Ability: Animal Friend, Druidic, Ethos, Shape changing, Study Form
Animal Friend
Unless under external influence or duress, natural animals will not attack a druid in their home terrain unless the druid is in the company of others who are threatening them, or who have already harmed them.
Druidic
As part of their training, druids learn a secret language known only to druids. Druidic is an ancient language that allows them to attempt to speak with nature and animals and to secretly communicate with other druids. When making whisper checks to calm animals, they always gain an edge when using druidic. Druids can also ask simple questions, and by listening to animal speech they are able to infer answers to their questions. Druidic is a bonus linguistics proficiency and should be recorded as a language.
Ferocity
Druids have a Ferocity Level equal to one per 5 ranks in Nature Knowledge.
Home Terrain
Druids began play intimately familiar with their home terrain. This selection should directly correlate to where they currently live, were raised or most recently came from. A druid can choose from Canyons/Valleys, Caves, Deserts, Forests, Glaciers, Hills, Marshes, Mountains, Oceans, Plains, Rivers, Swamps, and Tundra.
While in their home terrain, druids gain bonus Edge equal to their Ferocity on all Nature checks related to the land, flora or fauna, Survival checks and on any stealth checks to hide or conceal their own tracks.
Whenever a druid increases their Ferocity, through the course of play they can add a new home terrain to their list. It should be a home terrain that they have visited or are currently in. If there isn’t an available option, they can add the new terrain when the situation arises.
Low Magic
Druids often act as herbalists, lesser healers, shamans, or mystics to those that seek them out. They do not gain the ability to learn High Magic but instead learn a wide range of low magic spells along with the ability to cast such spells in their animal forms. This is represented with Spellcraft as a class skill, which ensures they can begin play with a broad selection of spells. 
Shape changing
Druids are given the secret of transforming into the shape of a natural creature, specifically a bird, mammal, or reptile. Druids can change into a number of different animals equal to their Ferocity, but the size of the animal chosen is restricted by their level. Once an animal form is selected, the choice is permanent.
At 1st level a druid can change into a natural animal the same size category as they are. When consulting the bestiary, creatures have a “size”, which is a general description of how large they are. You should have filled out your character’s size from the height chart.
This will be used to determine what relative-sized creatures a druid can change in to.
Changing forms takes a combined action to complete and costs one Power; a druid cannot change forms if they are exhausted. When in their new form the druid retains all of their same abilities scores, only modifying strength and dexterity by size category. While in the new form, the druid does acquire any special abilities and movement speeds of the animal, along with any natural armor class bonuses. He retains his attack score, but if the animal has any natural attacks such as claws or a bite, he can utilize those. A druid can change into or out of one of his Forms as a combined action; once he has mastered additional forms, he can transition directly from one to another. If a druid goes to sleep, is knocked unconscious or slain he reverts to his natural form.
When their Ferocity reaches 2, a druid can learn a form of an animal one size category larger or smaller than his own, and at 3 Ferocity he can learn the form of an animal two size categories larger or smaller than his own. In all cases, a druid can only shape change into an animal that he has mastered the form of. When he changes shape, anything worn or carried vanishes and becomes “part” of him as long as it is three loads or less. Any excess beyond that is dropped at his feet. A druid cannot shape change while wearing metal armor.
A druid’s Health Points are modified by the size of the creature he changes in to and they always increase or decrease as a percentage of his current health; for example, if he is a medium creature with 20 Health Points, and changes into a large creature they double to become 40. If he gets injured and takes 4 points of damage, bringing him down to 36, and he then changes back to his human shape, he will divide the 36/2 and be at 18. It works the same growing smaller; if he becomes a small creature, his Health Points would divide by two and become 10. If he took five points of damage and changed back, he would double his current 5 Health Points and revert to 10 Health Points at Medium size.
Unlike other spell casters who transform into beasts, druids are always able to speak normally, albeit with distinctive voices as befitting the form they are in.
Study Form
As a combined action, a druid can concentrate on a creature that he can see clearly within fifty feet. He immediately gains insight into the nature of the creature and learns about one of its abilities. If the creature is a natural creature, this might be information about its vision, diet, habitat, offensive or defensive abilities, venom, etc. If the creature is a magical beast, he could learn any of the same, or if it has a supernatural power, it could be revealed to him at the Gamemaster’s discretion. If the character has an unused slot out of his available forms, he could add the studied creature to his repertoire. In either case, the player should maintain a list of studied creatures. If he studies the same type of creature on another day, he can gain an additional insight into its nature.
Fighter
Fighters are characters who have trained for years in the use of weapons and hand-to-hand combat. They can come from any number of backgrounds, from formal fighting schools, private instructors, or even knightly orders. They can be heavy weapon specialists coated in armor, or duelists who favor light weapons and footwork to deal with their foes. The one commonality of fighters is that they have specialized in a combat style and excel on the field of battle more than any other.
Each Fighter must choose an archetype, which represents where they received their training and gives them their fourth Class Skill along with specialized abilities unique to it. These include the Armsman, Berserker, Cavalier, Lancer, Paladin and Ranger. (other's may be coming soon)
Class Details
Ability Score Requirements: See Archetypes
Class Skills and proficiencies: Combat +5 (Three weapon proficiencies of choice, armor use, shield use), Athletics +5, and Conditioning +5 (resilience).
Advanced combat style
A fighter starts with a combat style, which represents his formal training in martial combat. To represent this, fighters start with five bonus combat actions, in addition to each one gained for ranks in combat. This means a fighter gains five combat actions for their class skill ranks, plus five additional ones, plus any from their background skill ranks.
Armsman
Armsman are fighters that fill the ranks of the city guard, or act as soldiers in armies, or as hired muscle in gangs and mercenary companies. Armsman make up the bulk of the fighter class - they don't represent a niche interest, instead their focus is on honing their skills, their blades, and their tactical knowledge.
Ability Score Requirements: Strength, Dexterity and Constitution 12+
Class Skill: General Knowledge +5
Class abilities: Advanced Combat Style, Focus, Fearless, Equipment Care, Intense Training, Battle Master
Armsman must select Military Tactics as a General Knowledge proficiency. 
Focus
Armsman have a Focus score equal to 1 per 5 ranks in Combat.
An Armsman's Focus represents their constant training with their weapons and their mind. It isn't enough to outflank your foe, you must out train them, outsmart them, and have the best equipment available with the knowledge to use it flawlessly.
Fearless
Armsman train to deal with danger, and those that have faced danger know that unmanaged fear can rout armies and leave warriors cowering. Armsman are not actually fearless - they simply train to recognize fear for what it is and discipline their minds to ignore it. Armsman add their Focus to their Intelligence for all saves against natural and magical fear.
Equipment Care
Armsman know that keeping their gear in top condition can make the difference between success or failure in the field. They spend their free time tending to their gear, oiling their weapons and armor, and fixing even the smallest damage when they can. All equipment that an Armsman has owned for at least a week gains his Focus on breakage check rolls.
Intense Training
Armsman know that the secret to survival is training, training, and training. They constantly strive to learn how to use their weapons and bodies in new ways. Armsman learn one new combat maneuver per Focus.
Battle Master
Armsman move with fluid grace on the battlefield. Each round of combat an Armsman can use points of her focus to add to her attack, parry, dodge or combat speed. She cannot add more than half her Focus (rounded up) to any one of these. For example, an Armsman with a Focus of 3 could add +2 to attack and +1 to parry, or +1 to attack, parry, and combat speed. The exception to this rule is, an Armsman with 5 Focus can spend all 5 points to take one extra action in the round but doing so also expends one Power.
Berserker
Berserkers come from diverse backgrounds, all focused on the more savage aspects of mortal combat. They are primarily known for their ability to drive themselves into a frenzied rage, gaining incredibly strength and the ability to decimate their foes, albeit with the risk of turning that very rage upon their allies.
Ability Score Requirements: Strength or Dexterity 14+, Constitution 14+
Class Skill: Discipline +5
Class abilities: Frenzy, Revelry
Frenzy
Berserkers have a Frenzy score equal to 1 per 5 ranks in Discipline.
A Berserker’s Frenzy gives them the ability to enter an altered state of wild behavior or rage. Entering such a state can involve a variety of actions such as yelling, beating one’s chest, growling, stomping one’s feet, etc. Entering a frenzy requires an action and a successful DL15 discipline check. If there is a provoking action, the Gamemaster may award a bonus edge on this roll. When a character enters a frenzy, they are only able to take melee attacks (no ranged attacks other than throwing a hand-held weapon, no spell casting, or other adept powers). A character will focus their attacks on the initial provoking target exclusively, adding their Frenzy score to their attack and damage but subtracting the same amount to their Defense Bonus. A character must continue attacking or moving towards another opponent in close range. If no enemies remain, a Berserker must make a DL10 perception check; failure results in them attacking the nearest ally. On a success, they can attempt to come out of the frenzy with another DL15 discipline check. Failure to come out of the frenzy results in them attacking nearby objects, breaking/destroying whatever they see until they are successful. If an ally tries to intervene, they must make a DL10 discipline check, or they will attack that ally on their next action. Each round of frenzy costs one Power. Characters cannot enter a frenzy if they are fatigued or exhausted and will immediately come out of the frenzy if they become so. At least one hour must pass between bouts of frenzy.
Involuntary frenzy
Once a character has frenzied for the first time, they need to keep a tally on their sheet for each use of the skill. As time progresses, when faced with provocation, they will have to make a discipline check to maintain their composure, or they will go into an involuntary state of frenzy and attack the provoker. The discipline DL is their frenzy tally. The frenzy tally can be reduced by a night of carousing.
Berserker’s Speed
Berserker charge fearlessly into combat with little concern for their own well-being. Berserker’s gain +1 to their combat speed.
Feel No Pain
Berserkers relish trading blows with their enemies and build up a great deal of pain tolerance over time. Berserker’s gain Damage Reduction equal to their Frenzy score. This stacks with other forms of DR, including armor.
Revelry
A Berserker can spend an evening at a bar, tavern, party, or similar event that provides copious amounts of alcohol and camaraderie. The event must last at least four hours, after which the drunken Berserker must make a DL10 Discipline check. If successful, they can reduce their frenzy tally by 1.
Cavalier
Cavaliers are warriors known for their gallantry, courteousness, and sometimes foppishness. Cavaliers most often dedicate their service to a greater cause, or act in service to a liege lord. They practice their social graces as much as their swordsmanship and seek to grow their fame however possible – even if it means delving into dungeons in order to have the best stories at the party.
Ability Score Requirements: Strength or Dexterity 14+, Charisma 14+
Class Skill: Influence +5
Class abilities: Challenge, Fame
Fame
As Cavaliers grow in power, so does their Fame. A cavalier has Fame equal to 1 per 5 ranks in Influence.
Challenge
A Cavalier may challenge foes a number of times per day equal to his Fame score. Challenging a foe takes an action and requires the Cavalier to boldly and loudly alert his target that he is being challenged. The target must be within earshot and able to clearly see the Cavalier. Until the target is defeated, or combat is over, the cavalier must direct his attention on the challenged foe. While a challenge is in effect, the cavalier adds his Fame to his attacks and damage against his target but loses the same value against all other combatants until his target is defeated or has fled the field of battle. An enemy is defeated when he is downed, has surrendered, or managed to flee.
Reputation
A Cavalier can invoke his reputation when attempting any kind of Influence check. Using his Fame score as a daily pool, he can spend Fame to gain +1 Edge per point spent. Fame points replenish daily, and any number can be used on a single check. This does not reduce his Fame for the purpose of other abilities such as Challenge.
Retainer
At 3rd level a Cavalier can recruit a loyal retainer who acts as the Cavalier’s squire or valet. A retainer starts as someone enamored or impressed with the Cavalier’s fame and achievements. The retainer begins play as a 1st level Laymen, with their one class skill selected from Combat, Conditioning, Handle Animal, Perception, Perform, or Survival. A Retainer will perform basic service duties for the Cavalier, such as tending his mount, assisting with the camp, carrying loads, or acting as a torchbearer. A Retainer with combat skills will aid the Cavalier in combat, and will follow orders, but in any dangerous situation they must make morale checks. Retainers will not take unreasonable risks, and Cavaliers are honor-bound to keep their Retainers as safe as possible. If a Retainer is slain, it is the Cavalier’s duty to send a Weregild to the Retainer’s next of kin equal to 100 silver per level. Retainers remain two levels behind the Cavalier and expect a quarter-share of loot, along with sufficient room and board. While Retainers will follow orders as long as they remain happy, it is up to the Gamemaster to play them.
Weapon Master
Cavaliers selects a single weapon (not a weapon group) that they excel at using. When attacking with a mastered weapon the fighter adds his Fame to the damage. For example, if a character has proficiency in long blades, he could take weapon specialization in a specific long blade, such as a scimitar.
Lancer
Lancers are highly trained mounted soldiers. Most Lancers are apprenticed at an early age, serving as a squire to either a knight of the realm, a mercenary lancer in a company, or a freelancer. They learn how to care for their mounts, how to fight on and off their mounts, and most distinctly they are taught codes of behavior. Lancers, whether or not they serve a lord, are known for being honorable and effective combatants on the field of battle and trustworthy allies.
Ability Score Requirements: Strength or Dexterity 14+ and Charisma or Wisdom 14+
Class Skill: Handle Animal +5
Class Abilities: Form, Honed Reflexes, Weapon Master
Lancers must select Ride as one of their Handle Animal Proficiencies, along with Mounted Combat as part of their Combat Style. 
Form
Lancers have a Form score of 1 per 5 ranks in Handle Animal. This represents their body positioning when mounted and how effective they communicate with their steed.
Honed Reflexes
Lancers add their Form score to Initiative checks while mounted.
Loyal Steed
Lancers are known for their bond with their mounts and constantly train and groom them. A trained mount in the service of the character for at least a week gains the character’s Form score to its Attack Bonus, Defense Bonus, and Health Points. The mount only has these bonuses while in the service of the Lancer, and a Lancer can only have one Loyal Steed at a time.
Mounted Combat Master
Lancers selects a single weapon (not a weapon group) that they excel at using in mounted combat. When attacking with a mastered weapon the fighter adds his Form to the damage. For example, if a character has proficiency in long blades, he could take weapon specialization in a specific long blade, such as a scimitar. With each new point of Form, a character can select an additional weapon that he can master; he must have proficiency in the weapon group to select the weapon.
Paladin
Paladins are warriors who have pledged their lives and services to act as mortal agents of the divine. Across the world there are many different demigods and great powers that seek to spread their influence, protect their interests, or thwart their enemies, and one of the ways they do this is by calling upon their most devout followers to take up arms on their behalf.
Whereas priests and scholars maintain temples, shrines, and places of learning devoted to the divine mysteries, and most people invoke the names of their local gods, beseeching them for blessings and aid – only paladins experience a truly direct connection to their patrons and are granted the ability to channel it to perform simple miracles.
Ability Score Requirements: Strength or Dexterity 14+, Charisma 14+, Wisdom 14+
Class Skill: Occultism +5
Class abilities: Advanced Combat Style, Faith, Divine Aura, Blessings, Miracles, Repel Undead
Faith
As Paladins gain more understanding of the mysteries of the gods, they can perform more powerful miracles. Paladins have Faith equal to one per five ranks in Occultism. Faith is a measure of how much Power per Miracle or Blessing a Paladin can spend. Performing Blessings or Miracles costs Power equal to the amount of Faith used.
Faith Attack Bonus
A Paladin has a Faith Attack Bonus of +1 per 5 ranks in Occultism plus their INT\WIS bonus.
Divine Aura
As an agent of the divine, a Paladin is imbued with a small amount of divine energy. At first level this energy causes the Paladin to imperceptibly radiate with an aura. This aura can be seen by someone with arcane sight, otherwise it may cause feelings of comfort or discomfort to others around the Paladin, depending on how they feel towards the gods. As a paladin’s Faith grows, their aura strengthens and becomes more visible. A Faith of two is visible up close in dim light; at three someone could glimpse it in natural light or in the right background. At four it becomes a faint nimbus, only obscured in bright light. At five it is visible all the time as a light nimbus around their head. This does not provide light beyond a few inches, nor does it grant the ability to see in darkness except for up very close.
Blessings
As a combined action a Paladin can anoint a person with prepared oil and invoke the name of their god and bestow a blessing upon them. Blessings come in several forms including fortune, might, and protection. Each anointment costs one use of oil and one Power per Faith level used (see starting equipment below). Paladins are expected to be judicious in their blessings; if blessings are bestowed upon the unworthy the god invoked may be displeased and refuse to allow the Paladin to channel their miracles until they have atoned.
Blessings of Fortune confer good luck upon a person or creature. The target of the blessing gains +1 to all skill checks made for ten minutes. Each level of Faith can either increase the bonus by +1 or increase the duration by ten minutes.
Blessings of Might increase a person or creature’s ability to inflict harm. The target of the blessing gains +1 to their Attack Bonuses for ten minutes. Each level of Faith can either increase the bonus by +1 or increase the duration by one minute.
For example, a Paladin with a Faith of 2 could anoint a character to attack with a +1 at a cost of 1 Faith or spend 2 Faith and increase the effect to either +2 OR increase the duration to 20 minutes.
Blessings of Protection protect a person, creature or even an object. The target gains +1 Defense Bonus for ten minutes, which stacks with any other bonuses. Each level of Faith can either increase the bonus by +1 or increase the duration by ten minutes.
Other Blessings should be available. Blessings are not meant to be hat tricks – the Paladin is touching the world with tiny amounts of divinity. Even though the cost of the blessings has a mechanical number, not every blessing needs to confer a mechanical bonus. This is being left intentionally vague, as blessings should involve a degree of roleplaying.
Miracles
As divine agents, Paladins can perform miracles on behalf of the gods. A Paladin’s ability to perform miracles is governed by both their Faith and Power. A Paladin's Faith is a measure of how much divine energy they can channel per Miracle, and their Power determines how many Miracles they can perform each day; each level of Miracle costs an equal number of Power. Each Miracle is associated with one of the gods, and Paladins can only perform the Miracle(s) granted by their god; if for some reason a Paladin is in a state of disfavor with their god, they may not be able to perform miracles. Situations such as this would come up in play and be adjudicated by the Gamemaster. See Paladin Miracles.
Bonus Starting Equipment
Paladins start with their prayer book, cloak, and their holy symbol. Anointing with oil requires a use of olive oil, or similar pure oil. Paladins of Kyrgan also start with a simple set of scales.
Anointing oil
A typical jar of olive oil has 12 uses, costs 1 SP and is a small item, and should be available at most markets. This is a required item as part of anointing a blessing, and the anointment ritual cannot be performed without it.
The Pentacle and their Paladins
Every Paladin must pledge to serve a specific divine being - for without such pledge, a Paladin is nothing more than a Fighter. Below are the five demi-gods that hold sway over the land of Galtia. Across the world there are many gods and other powers, some of which bind Paladins into their service. 
Numara
Some say that the voice of Numara can be heard in a dancing brook or a rushing waterfall or glimpsed in a reflection on still water. Her cool waters heal the sick and cleanse disease. She is said to appear as a matronly figure, fair of face, oft bearing a clay jar containing the purest water of which a single drop would ease the worst of pain. Petitioners are often midwives or healers, favoring blue robes. Petitioners come to Numara's shrines to pray for good health and seek out her faithful for healing. Paladins of Numara are known as both healers and as champions for the weak, showing up in moments of need to tend to the sick or strike down those that would harm innocents. Such paladins are recognizable for their blue cloaks or robes, sometimes emblazoned with a white carrying yoke balancing clay jars. They also favor pole arms, most commonly the simple quarterstaff.
Eitvar
Soldiers call upon Eitvar to aid them in battle and believe that Eitvar’s strength will fill them with valor. Others call upon Eitvar to give them strength to face adversity, or to offer protection from overwhelming danger, or to provide blessings for a successful hunt. Images of Eitvar include a shield emblazoned with a white wolf or just a white wolf alone, sometimes howling, Petitioners who believe that they have seen Eitvar say they he has appeared as a huge white wolf, either saving them by driving off a threat, pursuing them for committing misdeeds, or running with them through the forest and filling them with the exhilaration of a hunt. Paladins of Eitvar don white cloaks and usually bear black shields emblazoned with a white wolf head. They show up at battles to provide inspiration, they hunt monstrous beasts that prey upon the weak, and they stand vigilant to protect petitioners and their homes from those that would do them harm.
Kyrgan
Kyrgan is known as the god of Truth, Law and Judgement. Petitioners understand that there is an order to everything, we come from the circle, we return to the circle, and all that stands between society and chaos is the power of Law. Images of Kyrgan almost always include scales of justice. Kyrgan is believed to have written the oldest remaining laws, and most barristers revere Kyrgan over the other gods. Petitioners seek Kyrgan for justice against those who have wronged them or harmed them, or to prove their innocence, but most often it is to settle disputes. Paladins don black cloaks or black robes of office and wear silver medallions with the scale on them. They are often feared and sometimes mistrusted, as everyone knows that there are no secrets to be had around a Paladin of Kyrgan. They show up to find out the truth of matters, to see that justice is served, to answer questions about the law, and to pass judgement on those who mock the law.
Tobris
Tobris is the kind-eyed stranger, the helping hand, the safety of home, and the spirit of progress. Dwarves revere Tobris with their zeal to learn new things and to push the boundaries of knowledge and technology without losing sight of the beauty in their craft. Petitioners see Tobris in the form of unexpected aid, as peace within a storm, as shaking hands, and as lifting each other up instead of striking one another down. Travelers recognize Tobris in well-kept roads, safe travel, and as a gentle wind at their back urging them forward. Builders see Tobris as an arm and a hammer, giving them strength to work through the day. Petitioners will ask for blessings on their new homes, for a safe journey on the road, or even help accomplishing mundane, but difficult tasks. Paladins of Tobris are known for their rustic brown cloaks, and either unassuming or jovial demeanors. They more often help build things than break things, and give protection where needed, but also help recover after a disaster. They find more comfort in a smithy than a battlefield, but when they show up with their hammers held high only fools face them without hesitation.
Isanna
Isanna is the Queen of Chaos, The Laughing Lady, the trickster, the performer, the clever tongue and biting wit. When the unpredictable happens, Isanna is the laughter that abounds, relishing in the amusement of misfortune or celebrating a cunning victory or daring do. She is the leap of faith, rewarding those who ride out the storm, who take the chance despite the risk, and sometimes she is the fall. Petitioners of Isanna are often performers asking blessings for a show, or those about to embark on a risky venture, or those seeking protection from a storm, sometimes those who might scoff the law with intent to take from the undeserving, or just anyone putting themself in danger might call upon the Lady. Paladins of Isanna are at best unpredictable. Most favor fast weapons, wear red cloaks, and are known for their wits and their blades. They show up to aid the risk-takers, to tip the scales, to ride out the storm with those ready to embrace it, and sometimes they just show up to cause chaos.
Ranger
Rangers are outdoorsmen, trackers, skirmishers, and sometimes bounty hunters. They prefer the wild and the freedom it provides. Sometimes rangers serve as guides, others may be protectors of the land, but whatever their motivations they are known for being as deadly as nature itself. 
Ability Score Requirements: Strength or Dexterity 14+ and Wisdom 14+
Class Skills: Survival +5
Class Abilities: Freedom, Sworn Enemy, Animal Friend, Bestial Nature
Freedom
A Ranger has a Freedom score equal to 1 per 5 ranks Survival.
Animal Friend
Rangers know the Animal Friend ritual spell and begin play with an animal friend as per the spell. For casting the ritual purposes, Rangers use their Wisdom as a Prerequisite. Rangers can complete the ritual in 7 days instead of 30, and once complete the bonded animal gains the Ranger’s Freedom to their Attack Bonus, Defense Bonus, and Health Points.
Outdoor Awareness
While in the Wild Outdoors (Forest, Hills, Mountains, Plains), not in any type of settlement, nor underground, a Ranger adds her Freedom to all Perception checks.
Sworn Enemy
For each level of Freedom, Rangers choose an enemy that they are especially good at tracking and killing. While they can begin play with a sworn enemy, each new selection of the sworn enemy should happen through the course of play (perhaps after a significant encounter with a specific creature).
A sworn enemy must be a type of creature or a race other than his own, such as bears, goblins or ogres. A Ranger adds his Freedom bonus to all tracking checks and melee or ranged attacks against creatures that are his sworn enemy.
Magician
Known by many names, such as Illusionists, Mesmerists, Wizards or Witches, the defining aspect of any Magician is that they have learned how to alter the world around them with magic.
Magicians spend years studying texts and learning the precise words and forms needed to draw mana into their bodies and then mold it to their will. Magicians can rain balls of fire down upon their foes, confound minds, enchant items, heal wounds, or even raise the dead to serve them. Each magician walks their own path, and the spells they wield often influence the monikers they go by, but few magicians are ever truly alike.
Class Details
Ability Score Requirements: Intelligence 14+
Class Skills and proficiencies: Arcane Knowledge +5 (symbology), Linguistics +5 (read runes, translation), Spellcraft +5, Perception +5 (arcane sight), plus six skill ranks to be placed in six different skills, not including the four class skills, and six additional proficiencies in any skill with at least one rank.
Class Ability: Apprentice grimoire, Force, Spell Parry, Imbue Spirit, Mana Blast
Apprentice grimoire
The character begins with a spell book containing numerous spells, most likely a book that they were given to by their master or school, but this can vary depending upon the character’s background.
Magicians start play knowing one spell list per rank in spellcraft; all of the spells for each list are inscribed in their grimoire, along with 1d4 additional lists that they have not yet learned. The Player and Gamemaster should work together to agree upon the contents of their grimoire.
Force
Magicians have a Force Level equal to 1 per 5 ranks in Spellcraft. A Magician's Force is the highest level of spell he can cast, including lower-level spells that have been scaled up, and acts as a modifier to many spell effects.
High Magic
Magicians are practitioners of High Magic. Unlike the more limited Low Magic (also known as Folk Magic), when Magicians gain a rank in Spellcraft, they do not learn a single spell but instead they learn a list of related spells. As a Magician increases their Force level, they can then cast equally higher-level spells from their list. They gain access to these higher-level spells automatically, learning the list grants access to all spells on the list over time.
Magicians select their spells from any available spell lists, but players should consult with their GM before play to discuss potential availability restrictions. A magician begins play knowing a number of spell lists equal to their ranks in Spellcraft. See Spells Database.
Personal Sigil
All Magicians, in order to cast spells higher than 1st level, must create their personal sigil. The ritual to create a sigil is taught by whomever the caster learned from. Sigils create a link between the caster and the world around them, almost like a magic tether through which they absorb mana.
1. Create Sigil - Sigils are symbols resembling complex brands; they are not runic letters, nor are they strictly speaking pictures, although styilistically some resemble pictures as if drawn using calligraphy. In the world of magic, sigils are a magic user's heraldric symbol that they can use to identify their works. Each spell caster can create a unique sigil that belongs only to them. If they attempt to use another caster's sigil, intentionally or not, the spell fails. This is one of the laws of magic, and simply cannot be explained. In order to create a sigil, the caster must artistically render their unique personal sigil, in their own hand, using a medium of their choice on a flat surface.
Once complete, the caster performs the ritual casting of this spell, and for an hour they chant and meditate on their sigil, embedding the image deep into their consciousness. When this ritual completes, the caster must be touching the sigil with one hand, and a smooth spot on their body with their other. The sigil is transformed into energy and erased from the surface, and then is magically branded into their skin permanently. If that portion of their body is ever removed, the caster loses the ability to cast any spells greater than 1st level and they can never cast this ritual again. Target: Self, Ritual, Duration: Permanent.
Casting Spells
The rules for casting spells are detailed in Magic Chapter. Magicians can cast any number of spells per day limited only by their current Mana. Each level of spell that they cast reduces their Mana by an equal amount; for example, casting a second level spell costs two Mana. If a Magician is at zero (or less Mana), they are not able to cast any more spells until they rest. 
Spell Parry
As a reaction a magician can parry a directed spell cast at them as long as they have at least an equal or greater amount of Mana as the level of the incoming spell and they are holding a spell focus item in hand. The magician adds their spell parry bonus to their Defense Bonus, which is equal to one per 2 ranks in spellcraft. A magician can parry a number of spells per round equal to their Force.
Enchanting
As part of their training, magicians learn the secret of siphoning off part of their own spirit to enchant magic items. See Crafting Magic Items.
Casting spells in armor
Casting spells is impeded by wearing armor, as it limits the required movements to cast spells and interferes with the caster from drawing in mana from the environment. Each level of armor penalizes the caster by one Edge, so that leather armor costs one Edge, chain armor costs two Edge, and plate armor costs three Edge. Spell casters can learn the Arcane Armor proficiency under Spellcraft to reduce this penalty one degree. Casters can wear cloth armor without penalty.
Rogue
Rogues are a jack of all trades, only mastering staying one foot ahead of danger, knowing when to be the center of attention and when to creep in the shadows. Rogues usually gain their training from a life on the streets and the school of hard knocks, growing up seeing the world as a place that owes them a favor. Rogues fill many roles, from clever con men to gamblers, explorers, beggars, or thieves. Rogues can be performers, pirates, or even politicians. Whatever path they walk, their commonality lies in staying out of the path of harm and getting what is owed to them.
Class Details
Ability Score Requirements: Wisdom and Dexterity 12+
Class Skills: General Knowledge +5, Influence +5, Perception +5, plus archetype skill +5, plus six skill ranks to be placed in six different skills, not including the four class skills, and ten additional proficiencies in any skill with at least one rank.
Rogue Archetype
Each rogue must choose a particular archetype that defines what type of rogue they are. Archetypes determine what the rogue’s fourth class skill is and gives them a set of unique class abilities.
Acrobat
Acrobats are rogues who have either had formal training working as a circus performer, or who have spent countless hours on the streets honing their acrobatic skills performing for crowds or evading authority, or both. Acrobats push their bodies to the limits and using a combination of skill and flair they nimbly leap, climb, tumble, or walk on wires.
Class Skill: Athletics +5
Class abilities: Evasion, Flair, Kip Up, Pole fighting, Slow fall
Flair
Acrobats have a Flair score equal 1 per 5 ranks in Athletics. Flair can increase an Acrobats Defense Bonus or Damage and can be used to augment their combat speed or avoid damaging blows.
Acrobatic Offense or Defense
An Acrobat wearing no armor or cloth armor can change their fighting style each round, fighting either offensively or defensively with their staff. This must be declared at the beginning of the round. An Acrobat fighting defensively with their staff adds their Flair to their Defense Bonus, and offensively, an Acrobat using a quarterstaff can add their Flair to their base damage.
Acrobatic Speed [Flair Action]
An Acrobat that has not used a Flair Action this round can declare they are increasing their movement. For example, a character with a Combat Speed of 4 and a Flair of 2 could take a normal move of 6, which would descriptively include an acrobatic maneuver as part of the move. If they chose to use an action to move again, the Flair does not increase additional move actions. Alternatively, an acrobat that has not used their Flair as a Reaction or to increase their speed this round can instead use their Flair as a reaction to move up to a number of spaces equal to their Flair. 
Pole fighting
Acrobat’s master using quarterstaffs as both balancing poles and weapons. Acrobats treat Quarterstaffs as Fast DEX weapons.
Roll with the Blow [Flair Action]
As a Reaction, an acrobat that has been hit by a physical attack and that is wearing either no armor or cloth armor, and has not used their Flair Action this round, can roll with the blow. This adds their Flair bonus to their Damage Resistance for one attack. This action costs one Power.
Kip Up [Flair Action]
Acrobats wearing no armor or cloth armor can kip up from a prone position for free without provoking attacks from adjacent foes. 
Slow Fall [Flair Action]
Acrobats excel at leaping safely from high places. Acrobats always gain a number of Edge equal to their Flair when rolling athletics checks to reduce falling damage.
Brawler
Brawlers are rogues that have trained to use their bodies as a weapon in brutal, unconventional ways. Brawlers often combine a variety of hand-to-hand combat actions and switch between them with ease. They will also just as easily attack their foes with whatever is available, be it a bar stool, lead pipe or dagger. Brawlers represent many types of combatants, from boxers, wrestlers to mixed martial artists. Rarely found in military units, they fill roles such as bouncers, bodyguards, goons, pit fighters and street toughs.
Class Skill: Combat +5
Class abilities: Fury, Advanced combat style, Closer, Duck and Weave, Flurry of Blows
Fury
Brawlers have a Fury score equal to 1 per 5 ranks in Combat.
Advanced Combat Style
A brawler starts with a combat style, which represents his formal training in martial combat. To represent this, brawlers start with five bonus combat actions, in addition to each one gained for ranks in combat. This means a brawler gains five combat actions for their class skill ranks, plus five additional ones, plus any from their background skill ranks.
All of the combat actions selected must be hand-to-hand moves (punching, kicking or general maneuvers) and not weapon moves.
Closer
Brawlers prefer combat that is up close and personal. While wearing cloth armor or no armor Brawlers gain a number of Edge equal to their Fury on their checks to move past their opponent’s guard and into close combat.
Duck and Weave
Brawlers excel at moving through combat, quickly engaging, and disengaging to keep their foes off balance. While wearing light armor or no armor a brawler can use his use a single point of movement instead of two to engage or disengage. He can do this a number of times per turn equal to his Fury.
Flurry of Attacks
Brawlers specialize in using their body as a weapon and can combine strikes with whatever they are wielding in conjunction with elbows, knees, fists, or feet. As a combined action, an unarmored or lightly armored Brawler can make one attack, plus a number of additional attacks equal to their Fury score. If holding a weapon, only one of the attacks can be with the weapon; each additional attack must be alternating kicks and punches. Flurry of Attacks costs one Power.
Focused Fury
As Flurry of Attacks, an unarmored or lightly armored brawler can use a combined action to make a single attack roll against one target, and on a successful hit they roll damage for a single weapon attack and one additional unarmed attack, alternating between punches and kicks, per their Fury score. The damage dice are all combined, but their strength bonus is only added once. Focused Fury costs one Power. On a critical hit, all of the attack dice are maximized. Damage Reduction applies once to the total damage. 
For example, a Brawler with a Fury of 2 could make a combined action attack. They roll once to hit, calculating bonus damage once, but then rolling the damage dice for each attack. If a Brawler had a cudgel (1d4+1), he could combine that with a kick (1d4) and a punch (1d3), rolling them all and adding together.
Scout
Scouts are rogues who prefer to use their talents out in the wild. They are not naturalists, but instead focus on tracking quarry, gathering information, and evading pursuit. Scouts can act as local guides, boat pilots, vanguards for military units, or even spies.
Class Skill: Survival +5. Scouts must take the Camouflage proficiency out of their 10 allotted Rogue proficiencies.
Class abilities: Finding, Camouflage, Familiar Terrain, Swift Tracking, Tireless Stride, Quarry
Finding
Scouts have a Finding score equal to 1 per 5 ranks in Survival. This is used to modify other Scout abilities. 
Camouflage
Scouts excel at concealing themselves in the environs and always gain Edge equal to their Finding score on camouflage checks as they have mastered the art of stillness and blending into the background.
Familiar Terrain
Scouts that take knowledge proficiencies in specific contained regions, such as a particular forest, a stretch of river or even a named swamp (at the GM’s discretion) add their Finding score to Perception (alertness, detect traps, direction sense & surveillance) and Survival checks (orienteering, stalking) while within that region.
Swift Tracking
At 5th level, a scout can track a creature his own size or larger and move at his base pace. They would still divide their speed by half for the next size category down, and so on.
Tireless stride
While wearing cloth or leather armor, scouts can move at their jog pace, but only expend Power as if they were walking, for a number of hours per day equal to their Finding score.
Quarry
A scout that has an opportunity to observe the movements of a specific person or creature for at least a minute can make a DL10 Perception check to mentally “mark” the creature. A scout can mark a number of creatures equal to their Finding score at any one time. The scout carefully observers the creatures’ movements and gait, and in the future can track their quarry with bonus Edge equal to their Finding score. A scout can “forget” a quarry at the time of memorizing a new one.
Sneak
Sneaks are rogues who prefer to stay in the shadows, focusing their skills on the arts of subterfuge. Sneaks can be cut-purses, thieves, burglars, or any other specialist in larceny.
Class Skill: Subterfuge +5
Proficiencies: Sneaks must choose the sense emotions and appraise proficiencies from the Perception skill out of their ten allotted proficiencies.
Class abilities: Appraise, Evasion, Heightened Senses, Stealthy, Study Mark
Filch
Sneaks have a Filch score of 1 per 5 ranks in Subterfuge. This is used as a modifier to some of their abilities.
Appraise
Sneaks have a keen eye for valuables. As an action, a sneak can quickly appraise all of the valuables in view within ten feet and determine what the most valuable item is. This does not include items with a concealed nature (magically or otherwise) to hide their value. The DL for this check is 10+ the number of items within view being appraised. A sneak gains a number of Edge equal to his Filch score on this check.
Evasion
Sneaks excel at leaping out of the way of danger; whenever they use a reaction to dodge out of a blast or dive for cover, they can double their dodge score.
Heightened Senses
Sneaks are exceedingly difficult to surprise, as they are always on alert. Sneaks always gain an edge to detect a surprise attack, and in the case that they do detect a surprise attack they gain an edge on initiative. This only applies when someone tries to surprise them.
Stealthy
Sneaks train for years in the art of stealth and leaving no trace. A sneak can re-roll stealth checks a number of times per day equal to their Filch score.
Study Mark
Sneaks excel at sizing-up their marks. As an action, a Sneak can make a sense emotions check on a character within eyesight that they can see clearly. The DL is 10+ the level of the mark. On a success, the sneak determines the level and class of the mark. Additionally, the Sneak adds his Filch score to all future Influence and Subterfuge checks made against the mark until he fails a check against them in the same day.
On a near success, they learn the level or the class of their mark, their choice, and do not gain the Filch bonus against the mark. This can only be performed once per person. The sneak should maintain a list of successful and failed marks. Upon gaining a level, a sneak can then re-attempt any previously failed mark checks.
Swashbuckler
Swashbucklers are rogues who relish danger and witty repartee. Quick with their blade and their wits, they taunt their foes while moving with grace and speed on the battlefield, deck, or dance floor.
Class Skill: Combat +5
Proficiencies: Swashbucklers must select short blades, and medium blades from the combat skill out of their ten allotted proficiencies.
Class abilities: Finesse, Flashing Blades, Fleet of Foot, Perfect Balance, Precision Strike, Quick Thinking, Stunning Retort
Finesse
Swashbucklers have a Finesse score equal to 1 per 5 ranks in Combat.
Flashing Blades
As a combined action and spending one Power, a Swashbuckler can attempt to intimidate an opponent within 30’ by performing a dazzling display of his weapon. The intimidate check is made with the Swashbucklers Combat skill. The Swashbuckler can only make one check per opponent per day.
Fleet of Foot
A swashbuckler can move through a number of spaces equal to their Finesse without provoking reaction attacks. This cannot be used to close within an opponent’s guard. This movement is still limited by the character’s combat speed.
Perfect Balance
Swashbucklers excel at maintaining their balance on uncertain terrain during combat. They always add their Finesse to any athletics checks during combat to stay on their feet, and they also add their Finesse to their Defense Bonus to avoid being tripped or tackled.
Precision Strike
When a swashbuckler scores a critical hit with a light, one-handed weapon, he can add his Finesse value to the total damage.
Quick Thinking
If a swashbuckler is not surprised and has their weapon out, they always add their Finesse to their initiative check. Alternatively, at 3rd level a Swashbuckler can shout out a warning to an unsurprised ally, granting them the bonus instead. As a third option, at 5th level, a swashbuckler can enable a number of allies equal to their Finesse to act in the surprise round if they are within 30’ of the swashbuckler (as long as the swashbuckler himself is not surprised).
Stunning Retort
A swashbuckler always adds his Finesse to his Charisma versus insults or intimidate checks. Anytime a foe fails their check against the swashbuckler, the swashbuckler can make a verbal retort as a reaction adding their Finesse to the roll. This can be used to intimidate, humiliate, or draw attacks to him.
Troubadour
Troubadours are rogues who prefer the limelight to the shadows. Troubadours are entertainers, and are known for storytelling, poetry, playing instruments or singing. Troubadours can influence people with their performances, channeling magic with their songs to sooth emotions or incite violence, inspire their allies, or bring despair upon their foes.
Class Skill: Perform +5; troubadours must select at least one perform proficiency out of their ten allotted proficiencies.
Class abilities: Flourish, Well-versed, Inspire Allies, Cause Despair, Counter-song, Captivating Performance, Influencing Performance
Flourish
A troubadour has a Flourish score equal to 1 per 5 ranks in Perform. The Flourish score affects the other Troubadour abilities.
Well-versed
A number of times per day equal to a troubadour’s Flourish, he can make a knowledge check on any knowledge skill with a bonus edge. This check is still modified by not having the skill or a required proficiency.
Inspire Allies
As an action, a troubadour can inspire his allies to greatness through a performance. This performance must be both visible and audible and loud enough for all his allies to hear him, affecting all allies out to fifty feet in all directions. The performance can be played on an instrument, sung, or recited. All allies within range are inspired by the troubadour and gain a bonus to their attacks and skill checks equal to the Troubadour’s Flourish; this bonus will not stack with other troubadour performances. The troubadour can maintain his performance each round as an action, but if he is wounded, he must make a concentration check to continue. He can maintain the performance for up to one round per rank in perform that he has, after which time he must rest for at least as long before his next performance. Once his performance stops, the effect lingers for a number of rounds equal to his Flourish score. Using Inspire Allies costs one Power, plus one per five rounds. A Troubadour cannot use Inspire Allies while Fatigued or Exhausted.
Cause Despair
As Inspire Allies, the troubadour can cause all of his enemies within range to experience feelings of despair, although it does require a perform check. If the troubadour’s performance check is higher than a target’s Charm score, the affected enemies are at a penalty to their attacks and skill checks equal to the Troubadours Flourish. Each time during the performance that an enemy is downed, all affected enemies must make morale checks, also penalized by the Troubadour’s Flourish. Unlike Inspire Allies, the effect ends on the turn that the troubadour ceases to perform. If two opposing troubadours are playing opposite songs (inspire versus despair), the effects counter each other out. Using Cause Despair costs one Power, plus one per five rounds. A Troubadour cannot use Cause Despair while Fatigued or Exhausted.
Counter-song
A Troubadour can begin playing a counter-song to protect his allies from magical or mind-effecting powers that rely on sounds or song in their attack. All allies withing 30’ can add the Troubadour’s Flourish to their Intelligence to resist the attacks. A troubadour can maintain the performance for a number of rounds equal to his perform skill, after which he must rest for an equal number of rounds before using another troubadour ability. Playing a counter-song costs one Power per five rounds of performance.
Captivating Performance
A number of times per day equal to their Flourish, a Troubadour can begin a captivating performance. He must make a perform check. Anyone within twenty feet of the troubadour, or who comes withing twenty feet of him during his performance, is affected by it. If the troubadour’s performance check is higher than a target’s Charisma, they will pause what they are doing to listen to his performance.
While captivated, all affected targets are at minus one edge to notice anything other than the troubadour. They can be shaken free of the effect by someone else as an action, after which time they will no longer be captivated. Anyone threatened or in danger will immediately break free of the effect. A troubadour can perform for a number of rounds equal to his ranks in perform, after which time he must rest for an equal amount of time before starting another performance. Playing a captivating performance costs one Power per five rounds of performance.
Influencing Performance
A troubadour can begin performing and use a Flourish point to create an influencing performance. He must be able to perform for at least ten rounds, and he must have the attention of a single target of his performance (anyone else observing the performance is unaffected by the influencing component but will still potentially be entertained). He can perform longer than ten rounds if he has additional ranks in perform. At the end of his performance, he must then make a perform check, substituting for his Influence skill. The performance itself should clearly communicate the desired goal.
Soothing Song
A Troubadour can begin playing or singing a soothing song. A Troubadour can target a number of people or animals equal to his Flourish; the Troubadour makes a perform check against their Charisma. Everyone that he succeeds on feels immediately calm and at peace, and will stop all hostile or angry actions, including combat, but they will defend themselves if still being attacked; if a target is injured after the effect starts, the effect on them is immediately broken. This effect lasts for as long as the Troubadour continues to perform, up to one round per rank in performance, and lingers for a number of rounds after he stops playing equal to his Flourish. He must rest for an equal number of rounds before using another troubadour ability. Playing a captivating performance costs one Power per five rounds of the performance.
Laymen
Laymen are all of the other, non-heroic characters in the world. Players should not select Laymen as their class, as this would be very disadvantageous. This class is included as a way to build out commoners, craftsman, and everyone else.
Class Details
Ability Score Requirements: None
Class Skills: Select one class skill and gain 5 ranks in it, plus nine skill ranks to be placed in nine different skills, not including the four class skills, and five additional proficiencies in any skill with at least one rank.
Class Ability: None

